The planar shaman is an individual that is a primal force, bringing himself in tune with the elements around him. Through his extensive interactions she gains the grudging respect of the elementals that live there, putting them on better than average terms with all creatures from planes he has dominion over.

The planar shaman is a fighter that focuses primarily on elemental abilities for his ability to quickly rend foes. While the planar shaman is great at destroying individuals in combat it quickly becomes apparent to them they will need help in order to tackle most creatures. The planar shaman will notice that she will work best in a group with both a heavy hitter and magical support.

To become a planar shaman is a long and arduous process, requiring much dedication in order for an individual to be selected. First the individual is usually part of a pool of people attempting to pass tests set by the elder planar shamans. These tests come in many forms and usually play to the individuals weaknesses instead of their strengths. After the tests the individuals that pass will normally be presented to the elements when the bargaining starts to occur. Planar shamans must strike accords with the elemental servants in order to pass, and if they are successful in this final test they arise to the rank of initiate. Those who fail these tests normally don't survive, so the hopefuls among the applicants are usually very motivated to succeed.

Abilities: Strength is important for Planar Shaman because of its role in combat. Dexterity is also useful to Planar Shaman, especially since they can only wear light armor. Wisdom is also important for several of the Planar Shaman's class skills. A high Constitution score allows the Planar Shaman to live longer in combat. A high Charisma score augments the Planar Shaman's skills in handling the elements.

Adventuring: Tribal upbringings teach the planar shaman they must be self reliant when alone, and when in a group to rely on others for their specailties while contributing their own. Unlike other classes a planar shaman clearly acknowledges that others might be better suited for tasks he is unfamiliar with. However while others might be effective at their own specialties a planar shaman is also aware of their abilities, and will use them to the fullest.

Relationships to other Classes: Planar Shaman tend to get along very well with druids, as they both seek balance in the world. They hold Paladins and clerics of good dieties in high regard, as they tend to be seekers of justice, otherwise known to the shaman as the balance of good and evil. They get along well with barbarians as they are a fairly tribal class. They don't have any real opinion of rogues as a whole. Planar shaman are a bit distrusting of Arcane caster classes such as wizards and sorcerers, as they tend to be one of the leading causes of damage to the link between planes. Planar shaman do not like to see Elementals summoned, especially recklessly.

Races: Shamans are natural warriors much like barbarians though instead of brute strength and rage they use speed to achieve their goals. Shamans normally come from races that are tribal in nature and the vast majority usually come from human, Half-orc and Orc stock.

Alignment: Tend to learn more towards Chaotic alignments, as the elements themselves are chaotic and dare to be tamed themselves. However, this is not all inclusive, and the Planar Shaman can be Lawful or true neutral. The class skills and features are for Non-evil alignment shaman, however, there is an evil class alternative later on.

Role: A planar shaman's role can depend on the circumstances. Though a strong front-line fighter in terms of damage dealing potential, they aren't the strongest for taking damage. They have a lower armor class than other front-line fighters, therefore, should not be used as damage soakers unless extreme conditions force it. The planar shaman does gain some healing abilities starting at 6th level, however, this is not enough to be classified as a main healer for a party. While the healing and curing effects brought to the party by a planar shaman are extremely beneficial, having a dedicated healer in the party would be far better than just having the shaman. Though the planar shaman has a healthy skill list and points, they do not have the required skills to find traps or other bad things like a rogue or similiar class can (except perhaps by running into them instead of the healer or wizard). The shaman is best suited as a strong damage dealer and support class, such as minor heals to save the party's healer a spell slot or two, or using the Handle elements skill to aide the party in some manner (such as rolling in a fog off a lake to mask the party's escape).

Handle Elements: The Planar Shaman holds some sway over naturally existing elements, such as an open candle flame, the winds or water. The shaman can influence the direction the wind blows, hold a candle flame in his hands without harming himself, try to purify the waters, calm the seas, and other abilities of the like. This skill is further detailed in section 1.3.

Synergy: Five or more ranks in Handle Elements grants a +2 circumstance bonus to knowledge nature and survival checks involving the elements.
Speaking the language of the element you are trying to influence grants a +2 circumstance bonus on your handle elements checks (Aquan grants this bonus for checks involving water to include rain, Auran grants this bonus for checks involving the air and thunderstorms, Ignan grants this bonus for checks involving fire and lava, and Terran grants this bonus for checks involving earth and acid)

The Planar Shaman is proficient with light armor, Medium Armor and Shields (excluding Tower shields). The Planar Shaman is also proficient with all light/one-handed/two handed melee weapons in the Simple or Martial category (excluding Swords, such as greatsword or even a falchion). The Planar Shaman is also proficient with Light crossbows (to include repeating).

The shaman can make up to two of his weapons a totemic conduit to the elemental planes. For the Shaman to make one of his weapons a totemic conduit to the elemental planes, or a Totem Weapon, he must meditate for 24 hours with the weapon. When the weapon becomes a totem weapon, all magical properties are purged from the weapon, such as any enhancements to damage and attack rolls, special enhancements such as the flaming weapon ability are removed. The weapon does however retain other special properties, such as Masterwork quality, or crafted out of a special material (such as mithril or adamantine). If the Planar Shaman makes a new Totem Weapon the old one loses all totemic properties and becomes the base weapon. Any enhancements purged from the weapon when turned into a totem weapon do not return.

The Planar Shaman's totem weapons improve as the character reaches higher levels. At 4th level and every four levels thereafter, the totem weapon gains a cumulative +1 enhancement bonus on attack and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). These bonuses count as magical for purposes of overcoming damage reduction. If the Shaman is not wielding or carrying the weapon, any magical properties awarded by the Planar Shaman, to include bonuses to damage and attack rolls, fade until back in the possesion of the Shaman. The only exception to this is when the Planar Shaman throws his totem weapon, then the weapon maintains its special properties until the attack is over.

Special: A Planar Shaman may select a ranged weapon (such as a light crossbow) as a Totem Weapon, however, this weapon does not bestow special weapon qualities on its ammunition (such as flamming). Bonuses to attack and damage rolls do get bestowed apon the ammunition.

Special: Shields can be selected as a Totem Weapon. The Shield is still Purged of magical properties when selected as a Totem weapon. The Shaman can choose to add some or all of the Enhancement bonuses to Attack/Damage to the Shields AC instead. The Shaman can also select Bashing for a shield at a +1 Enhancement Bonus Value.

Totem Weapons gain a 30ft range increment(light or one-handed), or a 10 ft range increment (Two-handed) and fly through the air back to the Planar Shaman. It returns to the thrower just before the Planar Shaman's next turn. Catching a thrown Totem Weapon when it comes back is a free action. If the Planar Shaman can't catch it, or if the Planar Shaman has moved since throwing it, the Totem Weapon drops to the ground in the square from which it was thrown. The returning feature can be used if the shaman becomes seperated from his weapons. With a successful Handle Elements check of DC 15, the weapon will return to the shaman at the start of the next round.

The Planar Shamans base land speed increases by 10 ft. This bonus improves to 20 ft at 17th level. The Planar Shaman only gains this bonus to speed as long as he is carrying a light load, and is not otherwise encumbered.

The Planar Shaman's superhuman toughness and continued immersion in the journey that is being a Planar Shaman grants him a physique that learns to adapt more readily to the rigors of being a Planar Shaman. The bonus for Shamanic Fortitude becomes +1 at 5th level, and increases by 1 at each further level divisible by 5 (+4 at 20th). Shamanic Fortitude bonus applies to the following:

Bodily Health: The Planar Shaman receives his Shamanic Fortitude bonus on Fortitude saves against poison, disease and death effects.

Natural Armor: The Planar Shaman gains a bonus to his natural armor equal to his Shamanic Fortitude bonus.

Elemental Resistance: The Planar Shaman gains +3 resistance to Acid, Fire, Frost and Lightning damage per point of Shamanic Fortitude.

At 6th level, the Planar Shaman gains the ability to enhance his Totem weapon. He can add any one of the weapon special abilities listed below that has an enhancement bonus of +1. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement the Planar Shaman can add to his Totem Weapon improves to +2, +3, and +4 respectively. The shaman can choose any combination of weapon special abilities that does not exceed the total allowed by the Shaman's level. The Shaman can reassign the ability or abilities he has added to his Totem Weapon. To do so, he must first spend 8 hours in concentration. After that period, the Totem Weapon has the new ability or abilities selected by the Planar Shaman.

Table 1-3: Weapon Enhancement

Weapon Special Ability

Enhancement Bonus Value

Blessing of Fire

+1

Blessing of Frost

+1

Blessing of Lightning

+1

Blessing of Acid

+1

Blessing Mastery

+1*

Burst Quality

+1*

Clinging Strike

+1**

Blast Quality

+5*

** - This effect can be applied to a weapon with atleast one Elemental Blessing on it.

Blessings are elemental imbues placed on the Planar Shaman's Totem Weapons. These deal significant elemental damage as they are pure elements drawn directly from the Elemental Planes themselves.

Blessing of Fire: Upon command, a weapon with the Blessing of Fire on it is sheathed in Fire. The fire does not harm the wielder. The effect remains until another command is given. This weapon deals an extra 1d8 points of fire damage on a succesful hit. Bows, crossbows, and slings do not bestow the fire energy upon their ammunition. This is an Elemental Blessing.

Blessing of Frost: Upon command, a weapon with the Blessing of Frost on it is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. This weapon deals an extra 1d8 points of frost damage on a succesful hit. Bows, crossbows, and slings do not bestow the frost energy upon their ammunition. This is an Elemental Blessing.

Blessing of Lightning: Upon command, a weapon with the Blessing of Lightning on it is sheathed in crackling electricty. The electricity does not harm the wielder. The effect remains until another command is given. This weapon deals an extra 1d8 points of Shock damage on a succesful hit. Bows, crossbows, and slings do not bestow the Shock energy upon their ammunition. This is an Elemental Blessing.

Blessing of Acid: Upon command, a weapon with the Blessing of Acid on it is coated in a dangerous acid. The acid does not harm the wielder. The effect remains until another command is given. This weapon deals an extra 1d8 points of acid damage on a succesful hit. Bows, crossbows, and slings do not bestow the acid energy upon their ammunition. This is an Elemental Blessing.

Blessing Augmentations are added to Elemental Blessings applied a Planar Shaman's Totem Weapons. These augmentations increase the power or adds additional special properties to an Elemental Blessing. All of these augmentations are added to a blessing themself, with the exception of Clinging Strike, which applies to all the Totem Weapons Elemental Blessings.

Blessing Mastery: Blessing Mastery allows the planar shaman to increase an existing blessing to make it even more potent. The blessing increases by an additional d8 in damage in exchange for an additional +1 to the enhancement bonus of the weapon. (i.e. this ability allows you to take a +3 enhancement bonus to deal 3d8 of an element instead of multiple lower damages from many elements.)

Burst Quality: This effect can be added to any Elemental Blessing (Blessing of Fire, Blessing of Frost, Blessing of Lightning, Blessing of Acid). The enhancement bonus for that Elemental Blessing is increased by 1. An Elemental Blessing with the Burst Quality is treated as the base enhancement, except for when it deals a critical strike. When dealing a critical strike, the Elemental Blessing bursts with extra elemental energy, dealing an extra 1d12 elemental damage (Same damage type as the base Elemental Blessing enhancement). If the weapon's critical multiplier is x3, add an extra 2d12 point of elemental damage instead, and if the multiplier is x4, add an extra 3d12 points of elemental damage. A blessing can only have one quality (burst or blast) applied to it, if any.

Clinging Strike: When this effect is added to a Totem Weapon, it adds a lingering elemental residue on targets struck by Totem Weapons that are Thrown. When struck by a Clinging Strike weapon, the target recieves damage equal to half the elemental damage recieved on the previous round by the weapon. This quality can be taken multiple times, each time it adds a round of clinging damage to the target. This effect only applies when Totem Weapons are thrown.

Blast Quality: This effect can be added to any Elemental Blessing enhancement (Blessing of Fire, Blessing of Frost, Blessing of Lightning, Blessing of Acid). The enhancement bonus for that blessing is increased by 5. An Elemental Blessing with the Blast Quality deals 3d8 points of elemental damage (Same damage type as the base Blessing enhancement). When dealing a critical strike, the Elemental Blessing explodes with extra elemental energy, dealing an extra 3d8 elemental damage. If the weapon's critical multiplier is x3, add an extra 6d8 point of elemental damage instead, and if the multiplier is x4, add an extra 9d8 points of elemental damage.

Starting at 7th level, when the Planar Shaman deals elemental damage (Acid, Fire, Frost or Lightning), the damage is increased. Add +1 damage to each die of elemental damage dealt. This bonus to damage only applies to the Planar Shaman's Totem Weapon enhancements, or the damage dealt by the Planar Lash feat. This bonus increases to +2 at 11th level, +3 at 15th level, and +4 at 19th level.

At 8th level the Shaman can enter a Shamanistic Rage. The shaman's very presence ignites the fabrics of the elemental planes, and the elements surrounding him dance to his call. His binding to the elements increases making his mastery over the elements even stronger. During the duration of this rage, his Elemental Mastery skill doubles its effects, and the Shaman gains Damage Reduction equal to his Shamanic Fortitude bonus. This effect last for 3 rounds plus his wisdom modifier. After the rage effect expires, the shaman's binding to the elements frays for a short duration, limiting his power. For the next 3 rounds, the shaman does not benefit from his Planar Mastery Skill. At 14th level the Shaman's binding to the elements frays less than before when exiting a rage, and retains benefits from half of his Planar Mastery skill (rounded down), and at 20th level, the Shaman does not suffer Mastery loses. At 8th level the shaman can only perform this ability once per day, but gains additional uses every 4 levels past 8th (12th, 16th, and 20th level).

Starting at 12th level, the Planar Shaman's Totem Weapon is more lethal, Doubling the critical threat range of his Totem weapons (similiar to the Improved Critical Feat). This ability does not stack with similiar abilities (such as the keen spell or Improved Critical).

Benefit: You call upon the Elements to augment your attack with a Totem Weapon. When you select this special ability, you choose an element damage type (acid, fire, frost, or lightning). Planar Lash will deal the selected element type damage. You may spend 8 hours in meditation to change the damage type. When you activate this special ability, your next melee attack deals an additional 2d8 elemental damage. Once this ability is used you cannot use it again for 2d4 rounds.

Benefit: You can choose to add +1d8 Element damage to your Planar Lash attack. You can add a number of die equal to 1/4 your Planar Shaman Level (rounded down). For each +1d8 added in this fashion, you add 2 rounds to the length of time before you can use the Planar Lash ability again.

Benefit: The planar shaman can imbue his weapons with violent winds. These winds increase the swing power of the shaman's weapon. The force of the winds makes weapon strikes deal damage as though one size category larger. However, the violent force of the wind makes the attack less accurate. Attacks made while this ability is active suffer a -2 to attack rolls. The shaman can activate this ability as a standard action, and deactivate this ability as a move equivilent action. This ability affects all of the shaman's Totem Weapons while active.

Benefit: The Planar Shaman gains the ability to add an extra attack in a full round attack. This bonus attack, as well as all normal attacks made that round, are at a -2 penalty to hit. Once this ability is used, it cannot be used again for 1d4 rounds.

Benefit: While dual-wielding, the Planar Shaman can add an additional attack with each weapon. Both bonus attacks, as well as all normal attacks made that round. are at a -2 penalty to hit. Once this ability is used (with two bonus attacks), it cannot be used again for 1d4+2 rounds.

Benefit: As a full round action you can temporarily purge your Totem Weapon of its special enhancements to make a ranged touch attack. The attack deals damage equal to the blessings damage and of the same type. The range of this attack is 90 ft. If multiple blessings are on the weapon, all the blessings are purged in this attack. Special qualities such as Burst and Blast do apply to the attack if a critical hit is scored. The blessing return to the Totem Weapon at the start of the shaman's next round.

Special: A Planar Shaman wielding two Totem weapons may purge both of his weapons to make a ranged touch attack with the special properties. The penalties for Dual-wield fighting still apply to these attacks, and the two weapons make seperate attacks.

Special: When this ability is used with Totem Weapons with the Clinging Strike feature, the Clinging Strike feature adds extra damage as though the weapons were thrown.

Benefit: When damage is dealt with Elemental Bolt, the Damage is treated as though the Totem Weapon that dealt it has the Clinging Strike property. If the weapon does have Clinging Strike already on it, you add one round of Clinging damage instead.

This is a mystical process based off of situation and willingness of the element being handled. Much meditation and sacrifice is needed to learn this Skill. Devout Elemental Handlers of chosen elements will find an easier time handling that element. Using the Handle Elements skill is a full round action as a base, and may take longer as DM see's fit. The DC is up to the DM and is a matter of role-play and situation. Easy checks are DC 10, Average checks DC 15, Challenging DC 20, Hard checks DC 25 and higher. Elements can mirror preexisting spells and spell like ability with a base of DC 20 + spell level or higher. Like using the entitlement of air to create a bubble under water for players to breath would be DC 23, (20 base + 3 for the third level spell Breath Water). The element must be present for the Handle Elements skill to work. This is a highly focused skill and Concentration checks must be made DC 15 or higher to control elements when under Stress.

For causing damage with a Handle Elements Skill check, the Shaman must posses the Energy Substitution Feat of that element type. So an Earth Shaman with the Energy Substitution Earth Feat may use this skill to hurl a rock with DC 15 for 1D6 damage at a close range. When using the Handle element skill to cause damage a DC must be calculated before the role. And then an appropriate attack role must score a hit with a range touch attack. The amount of the elements available to the shaman in a given situation is up to the DM. Further handling a small 1d6 rock laying on the ground would be easier and take less time than a 3d6 boulder stuck in a mountain. Checks resulting in a failure other than a natural 1, may be attempted again if possible DM's discretion.
DC 15 for 1d6 damage, up to one round to cast,
DC 20 for 2d6 damage, up to two rounds to cast,
DC 25 for 3d6 damage, up to three rounds to cast,
DC 30 for 4d6 damage, up to four rounds to cast,

The Planar Shaman is an interesting class, with an array of perks that go with it. The player would be best suited staying within the class, as cross-classing and prestige classes would minimize the benefits that are continueously gained with level progression. Planar Mastery is one strong example, a calss skill that increases the elemental damage you deal. The Totem weapon enhancements are another example of a growing skill, as well as the Shamanic Fortitude and rage. The class also has strong Fortitude and Will saves, but lacks slightly in the Reflex saves.

The Planar Shaman will see himself in combat of various types. Detailed below is how he might handle these different types.

Melee Combat: The Planar Shaman has a very strong melee role. With the second highest base attack bonus progression, and a healthy array of melee oriented feats and class skills, the Planar Shaman performs best in melee combat. There is a downside, however. With only light armor proficiency, the shaman will not have a high armor class to defend against blows. A high dexterity score, the natural armor bonus of the Shamanic Fortitude class feature, and a d10 hit point base helps negate this slightly, but the player should take melee combat carefully. The shaman tends to be more of a glass cannon, able to dish it out, but less capable of taking it. He works well with other melee class, especially ones better capable of taking a hit or two, such as shield carrying fighters or paladins.

Ranged Combat: The shaman does not have strong ranged capability. Throw Totem weapon is limited in number of attacks as the shaman can only have one or two Totem Weapons, based on specialization. He is only proficient with throwing axes, and even though his Totem Weapons gain a throwing and returning ability, the shaman is very weak at ranged combat. Speed of the winds helps off-set this disadvantage by allowing him to close ranged gaps fast to engage in melee combat, his stronger area of expertise.

Support Role: With the creation of Special Totems, the Shaman can grant temporary buffs to party members, allowing them to deal more damage or possibly evade more blows.

Feats: Many melee related feats could strongly benefit the shaman. Over-sized Two-Weapon fighting could be useful if the player has interest in using two full size weapons, such as battleaxes or warhammers. Improved Two-Weapon Fighting for dual-wield specialization. Power Attack and Cleave are debateable for the class, as it does not have an over abundance of base attack bonus like fighters and barbarians.

Refreshing Water Totem: Though limited in use and in power, the Refreshing Totem can be quite handy in a pinch. Giving out 2 points of quick healing for several rounds to those within range, this ability could be the difference between life and death.

Handle Elements: The Planar Shaman has a healthy array of skills at his disposal, most notably the handle elements skill. This skill has many utility uses, such as moving a fog in for cover, or pulling a bubble of air under water so a companion doesn't drown at a critical moment. But these motions take time, and in a frantic fight will provoke attacks of opportunity. It's best to use this skill tactically, and out of combat, otherwise the shaman could find himself under attack quickly.

Other Useful Skills: With skills like survival, spot, and listen, the shaman is quite capable all around the game. A strong intelligence score is quite beneficial.

Feats: Currently no feats exist that assist in the shaman's main skill area, with the Skill Focus being the only exception.

Shamanistic Rage is a very useful ability. Can come in a pinch when combat is extremely intense, or when the results from Handle Elements are time dependant and important. The short duration and limited uses per day make the timing of activating this ability very important. The ability can be used for combat or extreme conditions of elements.

In combat, Shamanistic Rage doubles the bonus of Planar Mastery. This makes elemental damage even more sever when coming from the shaman. He also gains DR equal to his Shamanic Fortitude, which will help the shaman remain in combat for extended periods of time with less threat of getting severely injured.

While Shamanisitc Rage is active, the Handle Elements skill increases the speed of its effect. Under normal conditions, the shaman can call or modify a limited amount of an element per round. While in a rage, the shaman succeeds in 5 rounds worth of Handle Elements in one round, making extreme checks possible.

The Epic Planar Shaman is well immersed in elemental combat. With an ever growing Planar Mastery, and Totem Weapons still gaining power, he becomes a force to be reckoned with with each level gained. Capable of even greater feats of skill when it comes to the Handle Elements skill, the Shaman can sooth the savage seas or wreck the coast with a tidal wave!

Totem Points and Maximum points allowed per totem: The Planar Shaman gains one additional Totem point per epic level. Starting at 21st level and every 5th level afterward, the maximum amount of Totem Points per Totem increases by 1 (5 at 21st level, 6 at 26th level, 7 at 31st level, and so forth).

Shamanistic Rage: The epic Planar Shaman gains one additional use of Shamanistic Rage per day every four levels after 20th.

Totem Weapon Enhancement: At 25th level and every five levels thereafter, the Planar Shaman gains an additional +1 on and damage rolls (+6 at 25th, +7 at 30th, and so on).

Totem Weapon Special Enhancements: The epic Planar Shaman's Planar Weapons gains additional powers as the Shaman gains epic levels. At 22nd level and every four levels thereafter, the shaman can improve the value of the weapon special abilities on his Planar Weapons by 1 (+5 equivalent bonus at 22nd, +6 at 26th, and so on). As noted in the Planar Shaman class description, reassigning qualities still takes 8 hour of concentration.

Planar Mastery: The epic Planar Shaman gains more Planar Mastery as he progresses in epic levels. The bonus improves to +5 at 23rd level, and increases by 1 every four levels thereafter (+6 at 27th, +7 at 31st, and so on)

Shamanic Fortitude: The Epic Planar Shaman increases his Shamanic Fortitude Bonus by 1 starting at 25th level, and every 5 levels thereafter (+5 at 25th, +6 at 30th, and so on).

Bonus Feats: The epic Planar Shaman gains a bonus feat every four levels after 20th.

Characters with ranks in some appropriate skill can research Planar Shaman to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Table 1-6: Planar Shaman Lore

Knowledge (Planes)

DC

Result

10

A Tribal Warrior with some elemental power.

20

Have been known to imbue their weapons with elemental power directly from the Elemental Planes.

30

With a great deal of concentration, Planar Shaman have the ability to change the elements around them. Once they reach the pinnacle of their power, they have been seen calming the savage seas, or even closing damaged rifts to other Planes. Planar Shaman are known throughout the Planes as "Sheppards of the Elements", even Planes. Anyone with Planar travel has likely ran into one on their travels.

Table 1-6.5: Planar Shaman Lore

Knowledge (Nature)

DC

Result

10

A Tribal Warrior with some elemental power.

15

Imbue their weapons with strong elemental power.

25

Have been known to alter wind patterns, the sea, or even the occasional camp fire at will.